ebiten/internal/ui/ui_nintendosdk.go

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// Copyright 2021 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build nintendosdk
package ui
// #include "init_nintendosdk.h"
// #include "input_nintendosdk.h"
import "C"
import (
"errors"
"runtime"
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
)
type graphicsDriverCreatorImpl struct {
nativeWindow C.NativeWindowType
}
func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, GraphicsLibrary, error) {
graphics, err := g.newOpenGL()
return graphics, GraphicsLibraryOpenGL, err
}
func (g *graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) {
return opengl.NewGraphics(uintptr(g.nativeWindow))
}
func (*graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) {
return nil, errors.New("ui: DirectX is not supported in this environment")
}
func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) {
return nil, errors.New("ui: Metal is not supported in this environment")
}
func (*graphicsDriverCreatorImpl) newPlayStation5() (graphicsdriver.Graphics, error) {
return nil, errors.New("ui: PlayStation 5 is not supported in this environment")
}
func init() {
runtime.LockOSThread()
}
type userInterfaceImpl struct {
graphicsDriver graphicsdriver.Graphics
context *context
inputState InputState
nativeTouches []C.struct_Touch
m sync.Mutex
}
func (u *UserInterface) init() error {
return nil
}
func (u *UserInterface) initOnMainThread(options *RunOptions) error {
n := C.ebitengine_Initialize()
g, lib, err := newGraphicsDriver(&graphicsDriverCreatorImpl{
nativeWindow: n,
}, options.GraphicsLibrary)
if err != nil {
return err
}
u.graphicsDriver = g
u.setGraphicsLibrary(lib)
initializeProfiler()
return nil
}
func (u *UserInterface) loopGame() error {
for {
recordProfilerHeartbeat()
if err := u.context.updateFrame(u.graphicsDriver, float64(C.kScreenWidth), float64(C.kScreenHeight), theMonitor.DeviceScaleFactor(), u); err != nil {
return err
}
}
}
func (*UserInterface) IsFocused() bool {
return true
}
func (*UserInterface) ScreenSizeInFullscreen() (int, int) {
return 0, 0
}
func (u *UserInterface) readInputState(inputState *InputState) {
u.m.Lock()
defer u.m.Unlock()
u.inputState.copyAndReset(inputState)
}
func (*UserInterface) CursorMode() CursorMode {
return CursorModeHidden
}
func (*UserInterface) SetCursorMode(mode CursorMode) {
}
func (*UserInterface) CursorShape() CursorShape {
return CursorShapeDefault
}
func (*UserInterface) SetCursorShape(shape CursorShape) {
}
func (*UserInterface) IsFullscreen() bool {
return false
}
func (*UserInterface) SetFullscreen(fullscreen bool) {
}
func (*UserInterface) IsRunnableOnUnfocused() bool {
return false
}
func (*UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
}
func (*UserInterface) FPSMode() FPSModeType {
return FPSModeVsyncOn
}
func (*UserInterface) SetFPSMode(mode FPSModeType) {
}
func (*UserInterface) ScheduleFrame() {
}
func (*UserInterface) Window() Window {
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return &nullWindow{}
}
func (u *UserInterface) updateIconIfNeeded() error {
return nil
}
type Monitor struct{}
var theMonitor = &Monitor{}
func (m *Monitor) Name() string {
return ""
}
func (m *Monitor) DeviceScaleFactor() float64 {
return 1
}
func (u *UserInterface) AppendMonitors(mons []*Monitor) []*Monitor {
return append(mons, theMonitor)
}
func (u *UserInterface) Monitor() *Monitor {
return theMonitor
}
func IsScreenTransparentAvailable() bool {
return false
}
func dipToNativePixels(x float64, scale float64) float64 {
return x
}